citra/src/common/thread.h
GPUCode 06f3c90cfb
Custom textures rewrite (#6452)
* common: Add thread pool from yuzu

* Is really useful for asynchronous operations like shader compilation and custom textures, will be used in following PRs

* core: Improve ImageInterface

* Provide a default implementation so frontends don't have to duplicate code registering the lodepng version

* Add a dds version too which we will use in the next commit

* rasterizer_cache: Rewrite custom textures

* There's just too much to talk about here, look at the PR description for more details

* rasterizer_cache: Implement basic pack configuration file

* custom_tex_manager: Flip dumped textures

* custom_tex_manager: Optimize custom texture hashing

* If no convertions are needed then we can hash the decoded data directly removing the needed for duplicate decode

* custom_tex_manager: Implement asynchronous texture loading

* The file loading and decoding is offloaded into worker threads, while the upload itself still occurs in the main thread to avoid having to manage shared contexts

* Address review comments

* custom_tex_manager: Introduce custom material support

* video_core: Move custom textures to separate directory

* Also split the files to make the code cleaner

* gl_texture_runtime: Generate mipmaps for material

* custom_tex_manager: Prevent memory overflow when preloading

* externals: Add dds-ktx as submodule

* string_util: Return vector from SplitString

* No code benefits from passing it as an argument

* custom_textures: Use json config file

* gl_rasterizer: Only bind material for unit 0

* Address review comments
2023-04-27 07:38:28 +03:00

116 lines
2.8 KiB
C++

// Copyright 2013 Dolphin Emulator Project / 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <atomic>
#include <chrono>
#include <condition_variable>
#include <cstddef>
#include <mutex>
#include <thread>
#include "common/common_types.h"
#include "common/polyfill_thread.h"
namespace Common {
class Event {
public:
void Set() {
std::scoped_lock lk{mutex};
if (!is_set) {
is_set = true;
condvar.notify_one();
}
}
void Wait() {
std::unique_lock lk{mutex};
condvar.wait(lk, [&] { return is_set.load(); });
is_set = false;
}
template <class Duration>
bool WaitFor(const std::chrono::duration<Duration>& time) {
std::unique_lock lk{mutex};
if (!condvar.wait_for(lk, time, [this] { return is_set.load(); }))
return false;
is_set = false;
return true;
}
template <class Clock, class Duration>
bool WaitUntil(const std::chrono::time_point<Clock, Duration>& time) {
std::unique_lock lk{mutex};
if (!condvar.wait_until(lk, time, [this] { return is_set.load(); }))
return false;
is_set = false;
return true;
}
void Reset() {
std::unique_lock lk{mutex};
// no other action required, since wait loops on the predicate and any lingering signal will
// get cleared on the first iteration
is_set = false;
}
[[nodiscard]] bool IsSet() {
return is_set;
}
private:
std::condition_variable condvar;
std::mutex mutex;
std::atomic_bool is_set{false};
};
class Barrier {
public:
explicit Barrier(std::size_t count_) : count(count_) {}
/// Blocks until all "count" threads have called Sync()
bool Sync(std::stop_token token = {}) {
std::unique_lock lk{mutex};
const std::size_t current_generation = generation;
if (++waiting == count) {
generation++;
waiting = 0;
condvar.notify_all();
return true;
} else {
CondvarWait(condvar, lk, token,
[this, current_generation] { return current_generation != generation; });
return !token.stop_requested();
}
}
std::size_t Generation() {
std::unique_lock lk{mutex};
return generation;
}
private:
std::condition_variable_any condvar;
std::mutex mutex;
std::size_t count;
std::size_t waiting = 0;
std::size_t generation = 0; // Incremented once each time the barrier is used
};
enum class ThreadPriority : u32 {
Low = 0,
Normal = 1,
High = 2,
VeryHigh = 3,
Critical = 4,
};
void SetCurrentThreadPriority(ThreadPriority new_priority);
void SetCurrentThreadName(const char* name);
} // namespace Common